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		<title>three.js webgpu - raging sea</title>
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		<link type="text/css" rel="stylesheet" href="example.css">
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		<div id="info">
			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>

			<div class="title-wrapper">
				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Raging Sea</span>
			</div>

			<small>
				Based on <a href="https://threejs-journey.com/lessons/raging-sea" target="_blank" rel="noopener">Three.js Journey</a> lesson.
			</small>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/webgpu": "../build/three.webgpu.js",
					"three/tsl": "../build/three.tsl.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three/webgpu';
			import { float, mx_noise_float, Loop, color, positionLocal, sin, vec2, vec3, mul, time, uniform, Fn, transformNormalToView } from 'three/tsl';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			import { Inspector } from 'three/addons/inspector/Inspector.js';

			let camera, scene, renderer, controls;

			init();

			function init() {

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
				camera.position.set( 1.25, 1.25, 1.25 );

				scene = new THREE.Scene();

				// lights
			
				const directionalLight = new THREE.DirectionalLight( '#ffffff', 3 );
				directionalLight.position.set( - 4, 2, 0 );
				scene.add( directionalLight );

				// material

				const material = new THREE.MeshStandardNodeMaterial( { color: '#271442', roughness: 0.15 } );

				const emissiveColor = uniform( color( '#ff0a81' ) );
				const emissiveLow = uniform( - 0.25 );
				const emissiveHigh = uniform( 0.2 );
				const emissivePower = uniform( 7 );
				const largeWavesFrequency = uniform( vec2( 3, 1 ) );
				const largeWavesSpeed = uniform( 1.25 );
				const largeWavesMultiplier = uniform( 0.15 );
				const smallWavesIterations = uniform( 3 );
				const smallWavesFrequency = uniform( 2 );
				const smallWavesSpeed = uniform( 0.3 );
				const smallWavesMultiplier = uniform( 0.18 );
				const normalComputeShift = uniform( 0.01 );

				// TSL functions

				const wavesElevation = Fn( ( [ position ] ) => {

					// large waves

					const elevation = mul(
						sin( position.x.mul( largeWavesFrequency.x ).add( time.mul( largeWavesSpeed ) ) ),
						sin( position.z.mul( largeWavesFrequency.y ).add( time.mul( largeWavesSpeed ) ) ),
						largeWavesMultiplier
					).toVar();

					Loop( { start: float( 1 ), end: smallWavesIterations.add( 1 ) }, ( { i } ) => {

						const noiseInput = vec3(
							position.xz
								.add( 2 ) // avoids a-hole pattern
								.mul( smallWavesFrequency )
								.mul( i ),
							time.mul( smallWavesSpeed )
						);

						const wave = mx_noise_float( noiseInput, 1, 0 )
							.mul( smallWavesMultiplier )
							.div( i )
							.abs();

						elevation.subAssign( wave );

					} );

					return elevation;

				} );

				// position

				const elevation = wavesElevation( positionLocal );
				const position = positionLocal.add( vec3( 0, elevation, 0 ) );

				material.positionNode = position;

				// normals

				let positionA = positionLocal.add( vec3( normalComputeShift, 0, 0 ) );
				let positionB = positionLocal.add( vec3( 0, 0, normalComputeShift.negate() ) );

				positionA = positionA.add( vec3( 0, wavesElevation( positionA ), 0 ) );
				positionB = positionB.add( vec3( 0, wavesElevation( positionB ), 0 ) );

				const toA = positionA.sub( position ).normalize();
				const toB = positionB.sub( position ).normalize();
				const normal = toA.cross( toB );

				material.normalNode = transformNormalToView( normal );

				// emissive

				const emissive = elevation.remap( emissiveHigh, emissiveLow ).pow( emissivePower );
				material.emissiveNode = emissiveColor.mul( emissive );

				// mesh

				const geometry = new THREE.PlaneGeometry( 2, 2, 256, 256 );
				geometry.rotateX( - Math.PI * 0.5 );
				const mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				// renderer

				renderer = new THREE.WebGPURenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.inspector = new Inspector();
				document.body.appendChild( renderer.domElement );

				// controls

				controls = new OrbitControls( camera, renderer.domElement );
				controls.target.y = - 0.25;
				controls.enableDamping = true;
				controls.minDistance = 0.1;
				controls.maxDistance = 50;

				// debug

				const gui = renderer.inspector.createParameters( 'Parameters' );

				gui.addColor( { color: material.color.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => material.color.set( value ) );
				gui.add( material, 'roughness', 0, 1, 0.001 );

				const colorGui = gui.addFolder( 'emissive' );
				colorGui.addColor( { color: emissiveColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => emissiveColor.value.set( value ) );
				colorGui.add( emissiveLow, 'value', - 1, 0, 0.001 ).name( 'low' );
				colorGui.add( emissiveHigh, 'value', 0, 1, 0.001 ).name( 'high' );
				colorGui.add( emissivePower, 'value', 1, 10, 1 ).name( 'power' );

				const wavesGui = gui.addFolder( 'waves' );
				wavesGui.add( largeWavesSpeed, 'value', 0, 5 ).name( 'largeSpeed' );
				wavesGui.add( largeWavesMultiplier, 'value', 0, 1 ).name( 'largeMultiplier' );
				wavesGui.add( largeWavesFrequency.value, 'x', 0, 10 ).name( 'largeFrequencyX' );
				wavesGui.add( largeWavesFrequency.value, 'y', 0, 10 ).name( 'largeFrequencyY' );
				wavesGui.add( smallWavesIterations, 'value', 0, 5, 1 ).name( 'smallIterations' );
				wavesGui.add( smallWavesFrequency, 'value', 0, 10 ).name( 'smallFrequency' );
				wavesGui.add( smallWavesSpeed, 'value', 0, 1 ).name( 'smallSpeed' );
				wavesGui.add( smallWavesMultiplier, 'value', 0, 1 ).name( 'smallMultiplier' );
				wavesGui.add( normalComputeShift, 'value', 0, 0.1, 0.0001 ).name( 'normalComputeShift' );

				// events

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			async function animate() {
			
				controls.update();

				renderer.render( scene, camera );

			}

		</script>
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